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Godot 4 UI doesn't work with Wacom pen tablet #76451
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See #75903 (comment) , switching the tablet to relative mode might help. |
This sounds like pen inputs being unimplemented in Node3DEditorViewport and EditorSpinSlider. This makes the issue similar to #38237 and #49873.
Most Godot contributors don't have access to any graphics tablet (or don't use one regularly), which makes implementing those features difficult. |
As I can see (in Linux) pen inputs are also in Godot 4 handled with InputEventMouseMotion and that is supported in the 3DViewport and works as expected. So the issue might be somewhere else. E.g. see the capture of velocity, pressure and tilt:
|
I realize my respond might’ve come across arrogant and indiscreet and I apologize for that! It’s just that I was genuinely surprised by the tablet issues I was having in Godot. Other than that issue, it seems like a really great piece of software so far! |
I have a Wacom Cintiq 16, which is a display tablet - though, I never thought to use it for Godot. I did try the 2 examples mentioned in the initial post and I do get the same problems. With that being said, switching to "relative mode" wouldn't help here since I don't actually have that option. |
This issue does not seem to be limited to the editor. While looking at the examples of Phantom camera I ran into the issue that the 3rd person camera also goes haywire. As there is less code involved compared to Godot's editor it was somewhat easier to find the "cause": the value of The following would demonstrate the issue when using drawing tablet as point device (Wacom PTK640 in my case). extends Node
func _input(event):
if event is InputEventMouseMotion:
print(event.relative)
return
if event is InputEventKey:
if event.pressed && event.keycode == KEY_SPACE:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) While moving the pen you'd normally get values that correspond to the movement. If the mouse has been captured however, the "relative" value seems to based on the distance from the center of the viewport (clipped to |
@MatthijsMud Please open a separate issue for that, as this is an unrelated issue. See also #38290. I don't think captured mouse mode was tested extensively with pen input. Some games support it well but I assume you're supposed to change some system-wide setting, so that the pen input is considered relative instead of absolute. It may be possible to do this automatically on Godot's end when using captured mouse mode, but I don't know how. |
@Calinou To me it seems like it is a different symptom of the same underlying issue.
The "look" navigation in the 3D viewport is implemented using My tablet has a working area of roughly 23 × 14 cm (10 × 5.5 inch). At 1 cm (0.4 inch) from the center you get about 80° worth of rotation per movement event. Minuscule movements of the pen trigger movement events; I get about 15/s while trying to keep the pen still. That would results in just over 3 full rotations of the camera in one second. Increase the distance from the center and it starts spinning even faster. Now I don't know where to draw the line for "spinning uncontrollable", but I feel 2/s would already be pushing it. Which makes it so only about 0.16% of the tablet's area can be used for comfortably controlling the camera godot/editor/plugins/node_3d_editor_plugin.cpp Line 2136 in a7a124a
godot/editor/plugins/node_3d_editor_plugin.cpp Lines 2638 to 2646 in a7a124a
godot/editor/plugins/node_3d_editor_plugin.cpp Lines 2537 to 2545 in a7a124a
The "spin slider" is similarly implemented using godot/editor/gui/editor_spin_slider.cpp Lines 94 to 98 in a7a124a
|
I would gladly send some pen tablets to the devs for free if it means they finally implement this thing. Artists don't use mice, it's driving me nuts. |
I'm not sure if this is the same issue i experienced here, but for me it worked to change the tablet driver in Godot's project settings from Like this: |
@bruvzg Should we add an editor setting to provide a tablet driver option that's independent from the project setting? It could have the values "Project Default", |
Godot version
4.0.2
System information
Windows 11 N, Ryzen 9 7900X, 32 gb DDR5, RTX 3080 10 gb, Wacom Intuos 5
Issue description
Godot 4 UI seems to be broken when using Wacom Intuos 5 tablet with latest drivers. Turning Windows Ink On/Off from Wacom drivers doesn't make any difference. Examples of the issues:
In the viewport, right-clicking with the pen causes viewport to go crazy: view starts to orbit uncontrollably. While using regular mouse, you can orbit the view with ease.
While using mouse: you can change object values, like position or scale, by left-clicking on the value and sliding left or right. The value will change steadily based on your movement. If you try to do the same with wacom pen, the value starts to increase rapidly, whether you move cursor left or right.
Honestly, I was bit of disappointed by the lack of basic Wacom support in this app. Seems like no one tested it before release, and I wonder how can that be. Wacoms are used all over the industry. Most of the artists use Wacom. I use Wacom with every other app (Photoshop, Blender, Zbrush, Aseprite etc) without any problems. Jumping between the different programs is essential for fast workflow. Changing between regular mouse and wacom every few minutes would be very slow and cumbersome and not very efficient. Please, please, please, try to fix these issues as soon as possible! I can see great potential in Godot, but with this kind of simple oversight the whole user experience in the app is ruined.
Steps to reproduce
Have a wacom graphic tablet
Try to use it in godot 4
Suffering
Minimal reproduction project
N/A
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